softpipe: fix shadow 2d texture array sampling
The 4th texcoord is used in this case for the comparison. This fixes piglit glsl-fs-shadow2DArray* on softpipe. Signed-off-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Brian Paul <brianp@vmware.com>
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@@ -1822,7 +1822,6 @@ exec_tex(struct tgsi_exec_machine *mach,
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break;
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case TGSI_TEXTURE_2D_ARRAY:
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case TGSI_TEXTURE_SHADOW2D_ARRAY:
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FETCH(&r[0], 0, CHAN_X);
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FETCH(&r[1], 0, CHAN_Y);
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FETCH(&r[2], 0, CHAN_Z);
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@@ -1837,7 +1836,17 @@ exec_tex(struct tgsi_exec_machine *mach,
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control,
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&r[0], &r[1], &r[2], &r[3]); /* outputs */
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break;
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case TGSI_TEXTURE_SHADOW2D_ARRAY:
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FETCH(&r[0], 0, CHAN_X);
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FETCH(&r[1], 0, CHAN_Y);
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FETCH(&r[2], 0, CHAN_Z);
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FETCH(&r[3], 0, CHAN_W);
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fetch_texel(mach->Samplers[unit],
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&r[0], &r[1], &r[2], &r[3], /* S, T, P, LOD */
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control,
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&r[0], &r[1], &r[2], &r[3]); /* outputs */
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break;
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case TGSI_TEXTURE_3D:
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case TGSI_TEXTURE_CUBE:
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FETCH(&r[0], 0, CHAN_X);
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@@ -2113,15 +2113,22 @@ sample_compare(struct tgsi_sampler *tgsi_sampler,
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/**
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* Compare texcoord 'p' (aka R) against texture value 'rgba[0]'
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* for 2D Array texture we need to use the 'c0' (aka Q).
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* When we sampled the depth texture, the depth value was put into all
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* RGBA channels. We look at the red channel here.
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*/
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pc0 = CLAMP(p[0], 0.0F, 1.0F);
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pc1 = CLAMP(p[1], 0.0F, 1.0F);
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pc2 = CLAMP(p[2], 0.0F, 1.0F);
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pc3 = CLAMP(p[3], 0.0F, 1.0F);
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if (samp->view->texture->target == PIPE_TEXTURE_2D_ARRAY) {
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pc0 = CLAMP(c0[0], 0.0F, 1.0F);
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pc1 = CLAMP(c0[1], 0.0F, 1.0F);
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pc2 = CLAMP(c0[2], 0.0F, 1.0F);
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pc3 = CLAMP(c0[3], 0.0F, 1.0F);
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} else {
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pc0 = CLAMP(p[0], 0.0F, 1.0F);
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pc1 = CLAMP(p[1], 0.0F, 1.0F);
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pc2 = CLAMP(p[2], 0.0F, 1.0F);
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pc3 = CLAMP(p[3], 0.0F, 1.0F);
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}
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/* compare four texcoords vs. four texture samples */
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switch (sampler->compare_func) {
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case PIPE_FUNC_LESS:
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